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Suggested Formula For Repairing And Selling Weapons

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Read Latest Entries..: (Post #16) by NilsC on Apr 20 2005, 07:27 PM. (Line Breaks Removed)
No, thats perfect you can pin and unpin topics here as you like. The old trads can be moved and closed when they no longer reflect the game..You are doing a great job Nils
Read the FIRST post of this Topic. - Express your Opinion! Contribute Knowledge :-).

Open Discussion > Xisto Network Sites > The Army System

Suggested Formula For Repairing And Selling Weapons

s243a
It has been suggested by Kirl and other that the repair costs of weapons are to high and that the resale value of the weapons should go down as the damage on them increases. In the old army system there repair costs were suppose to be cheaper then buying new weapons. NilsC has asked for suggested formulas. Thus this thread is created to suggest suggested formulas for the repair cost and resale values of weapons.

Each weapons has a strength when the weapons is damaged the strength can be written in fractional form. For instance the fractional remaining can be written as as: 4550/5000. Call the numerator (4550) the current strength, the denominator the full strength (5000) and the full strength minus the current strength the damage.

I propose the following formula for the total resale cost:
((#weaons sold)*(current strength)*(cost of new weapon)*3)/(4*(full strength))
(#weapons sold) is the number of weapons being sold of that type by the person selling them.

Notice the parenthesis. They are there because integer division is not handled well all multiplications should be done before division.

I also propose the total repair cost should be:
((#weaons)*(damage)*(cost of new weapon)*3)/(4*strength)
Where
(# weapons) is the the number of weapons of that type the person repair them owns

Note the factor 3/4 in both formulas. In the case of weapons being sold the weapons should resell for less then there original purchase price. In the case of repair, it should be cheaper to repair weapons then it cost to buy new ones.

I am informed that we only need to calculate the resale cost per weapon. In this case
the formula for the resale cost per weapons is:
((current strength)*(cost of new weapon)*3)/(4*(full strength))

Similarly the repair cost per point is:
((#weaons)*(cost of new weapon)*3)/(4*strength)

And the repair cost per point per weapon is:
(cost of new weapon)*3)/(4*strength)

The strength and price of each weapons was added bellow by note. I propose that the price of weapons should be in another thread. In which case the quoted text bellow will be removed.
QUOTE
Attack Armor
Weapon      strength      Cost
Dagger   10 2500 

Hand Axe  20  5000 

Spear   50  7500 

Mace   100  12500 

Flail   450  50000 

Hammer   750  75000 

War Hammer  1000  95000 

Battle Axe  3000  250000 

Morningstar  5000  350000 

Two Handed Sword 10000  500000 

Defence Armor
Leather Helmet  10  2500 

Leather Armor  20  5000 

Wooden Shield  50  7500 

Scale Mail  100  12500 

Iron Shield  450  50000 

Plate Armor  750  75000 

Steel Shield  1000  95000 

Steel Helmet  3000  250000 

Steel Plate Armor 5000  350000 

Elven Mail  10000  500000 

 

 

 


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Saint_Michael
so your saying keep the price at the same but when you sell the weapons you get less back or are you talking about it being cheap to repair the weapons?

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s243a
The weapons can be kept the same price. I think the cost of the weapons is good. When you sell an undamaged weapons it should sell for less what you pay for it. If it is damaged it should be sold fore even less. It should be cheaper to repair weapons then buy new ones.

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NilsC
Sale of weapons is set at 75% of new cost. spy and sentry the same, it was at 40%

I have to put in the cost for repair as a whole number, that number determines the cost per point...

I have to go, I'll be back in a couple of hours... setup the formula and make the color red for the final suggested number. smile.gif

Nils

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Saint_Michael
give saint_michael 100,000,000 per turn * 4

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s243a
QUOTE
I have to put in the cost for repair as a whole number, that number determines the cost per point...


Are you saying you can't calculate it based on the dammage and the number of weapons? That's it I am learning PHP lol biggrin.gif

Hopfully it is alteast the reapir cost per point per weapon in which case the repair cost should be:

CODE
   
Weapon              strength         Cost         (Repair cost per
                                              point per weapon)
Dagger                 10                2500         188
   
Hand Axe                20                5000         188
   
Spear                   50                7500         113
   
Mace                    100               12500       94

Flail                   450               50000       83
   
Hammer                  750               75000       75
   
War Hammer              1000             95000       71
   
Battle Axe              3000             250000     63
   
Morningstar             5000             350000     53
   
Two Handed Sword        10000            500000     38


Notice the repair cost per weapon per time decreases for the better weapons. This is because the better weapons are cheaper per strength. This is good because it forces people to save there money early on.

 

 

 


Comment/Reply (w/o sign-up)

fsastraps
I just think that the repair costs should go down, b/c it gets to the point were repairing the weapons cost way more than if you just buy a new one, so you are just better off selling it.

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no9t9
yes, lol. Yesterday, I got attacked twice and to repair my armour would have cost me approximately $5.5 million. I could buy back all the stuff brand new for less than $1 million. Anyway, it is not hard to come up with a formula. It will probably be harder to implement it.

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NilsC
Formula seems to work, the cost for repair is max 75% of new weapons cost. The test was successful and the only one who lost was me.... nah....

user posted image

This show the gain... testuseer was rank 41 so anyone with rank 46 or higher didn't make much... what was the repair to gain ratio???

Nils

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s243a
These are my latest repair costs

QUOTE
  Steel Plate Armor 1 4,959.42/5,000  53 per point     
  Steel Shield 1 991.01/1,000        71 per point
  Plate Armor 1 742.45/750      75 per point


They seem good for now. I am curious if there is a setting for how much damage the weapons take each battle. I wouldn’t change it now but it is something we could discuss as the game moves on.

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Latest Entries

NilsC
No, thats perfect you can pin and unpin topics here as you like. The old trads can be moved and closed when they no longer reflect the game..

You are doing a great job smile.gif

Nils

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s243a
Notice from s243a:
I am unpinning some topics because it is getting hard to tell which topics have the most recent posts. Any moderators or administrators feel free to repin the topic if you they should be pinned.

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NilsC
The cost for repairing a fully damaged weapon is max at 75% of new cost... so for 1 twohanded sword the max repair for 1 weapon is 375,000 gold

I found the amount of damage go down when you have more weapons, the cost to repair 1 is close to the same as repairing 4. The reward / spoil was higher using 4 weapons on someone close to you in rank. This is compared to use 1 to attack the same person...

The closer to or higher in spy rank (to sentry ratio) the more weapons and other data you see. If your spy-rank is less than 1/2 the strength of the person you spy on, expext to be caught. smile.gif

If you are sabotaging someone, you need to be 2 times stronger than the person you sabotage for the lesser strength weapons. Fot the twohanded sword and elven mail it looks like you need to be 4 times as strong as the person you attack. If he has 2 sentries you need to have a minimum of 4 stealph horses to succed... or 8 stealph horses to go after the 2 strongest.. tongue.gif

Nils

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spawn_syxx9
So far the cost of repairing has been quite better than buying a totally new one though I can't say the same for retail cost.

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canute24
QUOTE(s243a @ Apr 14 2005, 05:37 PM)
The protecting lower ranks seems to work pretty well. I just attacked two different people 17 rank points bellow me. Each had a million dollars.  I won about 200 thousand for 15 attack turns on each of them and I had to spend 100 thousand repairing weapons. Damage and repair costs seems reasonable. Keep up the good work NilsC smile.gif

One minor note is the hand axe and the dagger seem to have the same repair cost per weapons per point. There should be something to distinguish them. I would suggest making the repair cost of the hand axe per weapon per point 144. The price can be kept the same or adjusted so it fits the formula. If the price is adjusted by the formula then with thie would give a price of 3840.

I am curious can you add more weapons? It is not necessary now but how about in the future considering one supper weapons, call it an enchanted sword or a light saver. Let it cost 1 billion dollars, have a Repair cost per point per weapons of 10. If the formula was strictly followed this would give it a strength of  133 333 333. The pros of this weapons is it would give people an incentive to save their money. The cons are that it might be too cheap to repair and give people an unfair advantage.
*


I would give a 10/10 for this post.
Good idea about the super weapon. I think we should have one.
What ever you do, make sure that the repair costs are less than buying a new weapon. Because that's the way it is in Age of Empires and that's the way it is supposed to be in real life. smile.gif

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